Keen Smell. The siren has advantage on Wisdom (Perception) checks that rely on smell.
Magic Resistance. The siren has advantage on saving throws against spells and other magical effects.
Pack Tactics. The siren has advantage on an attack roll against a creature if at least one of the siren’s allies is within 5 feet of the creature and the ally isn’t incapacitated.
Multiattack. The siren makes two attacks: one with its bite and one with its claws.
Bite. Melee Weapon Attack: +8 to hit, range 5 ft., one creature. Hit: 11 (1d12 + 5) piercing damage plus 6 (1d12) force damage.
Claws. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) slashing damage plus 7 (2d6) force damage.
Lure of Desperation. The siren mimics a cry for help that takes on the voice of an ally in the mind of those who hear it. Every humanoid and giant within 300 ft. of the it that can hear the imitation must succeed on a DC 11 Wisdom saving throw or be charmed until the song ends. The siren must take a bonus action on its subsequent turns to continue singing. It can stop singing at any time. The song ends if the siren is incapacitated.
While charmed by the siren, a target is incapacitated and ignores the songs of other sirens. If the charmed target is more than 5 ft. away from the siren, it must move on its turn toward the siren by the most direct route. It doesn't avoid opportunity attacks, but before moving into damaging terrain, such as lava or a pit, and whenever it takes damage from a source other than the siren, a target can repeat the saving throw. A creature can also repeat the saving throw at the end of each of its turns. If a creature's saving throw is successful, the effect ends on it.
A target that successfully saves is immune to this siren's lure for the next 24 hours.
Reversal. When a creature the reverser can see within 30 feet of it regains hit points, the reverser reduces the number of hit points regained to 0, and the reverser deals 13 (3d8) force damage to the creature.
Description
A Siren is a terrible amalgamation that flays into other creatures with teeth and claw, first luring it by psychoanalyzing living creatures within the Psychodium Neuronetwork. But the chaos it imposes is more fearful by far, as its enemies’ healing magic are unraveled and turned against them.
It appears as a large, fleshy brown bear with a head and face that is just too small, and the skulls of those it has consumed protrude as mimicked bone through the exterior of its thick fur. In the eye sockets of the skulls one can see a distant dying star. When a Siren kills its prey, it is programmed to consume the voice box and splice its genes with the DNA of its recent victim. It hunts down allies of the target by mimicking the ally it recently killed, or finding the memories of its next prey in the Neuronetwork.
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